- Add model rendering to the software renderer

This commit is contained in:
Magnus Norddahl 2017-11-27 23:47:26 +01:00
parent 0667f2ec55
commit d43ac8b9ae
32 changed files with 793 additions and 88 deletions

View file

@ -734,6 +734,7 @@ set ( SWRENDER_SOURCES
swrenderer/things/r_sprite.cpp
swrenderer/things/r_wallsprite.cpp
swrenderer/things/r_decal.cpp
swrenderer/things/r_model.cpp
swrenderer/plane/r_visibleplane.cpp
swrenderer/plane/r_visibleplanelist.cpp
swrenderer/plane/r_skyplane.cpp

View file

@ -126,6 +126,24 @@ void PolyDrawArgs::SetColor(uint32_t bgra, uint8_t palindex)
}
}
void PolyDrawArgs::DrawArray(const DrawerCommandQueuePtr &queue, const TriVertex *vertices, int vcount, PolyDrawMode mode)
{
mVertices = vertices;
mVertexCount = vcount;
mElements = nullptr;
mDrawMode = mode;
queue->Push<DrawPolyTrianglesCommand>(*this, PolyTriangleDrawer::is_mirror());
}
void PolyDrawArgs::DrawElements(const DrawerCommandQueuePtr &queue, const TriVertex *vertices, const unsigned int *elements, int count, PolyDrawMode mode)
{
mVertices = vertices;
mElements = elements;
mVertexCount = count;
mDrawMode = mode;
queue->Push<DrawPolyTrianglesCommand>(*this, PolyTriangleDrawer::is_mirror());
}
void PolyDrawArgs::DrawArray(PolyRenderThread *thread, const TriVertex *vertices, int vcount, PolyDrawMode mode)
{
mVertices = vertices;

View file

@ -84,6 +84,8 @@ public:
void SetDynLightColor(uint32_t color) { mDynLightColor = color; }
void DrawArray(PolyRenderThread *thread, const TriVertex *vertices, int vcount, PolyDrawMode mode = PolyDrawMode::Triangles);
void DrawElements(PolyRenderThread *thread, const TriVertex *vertices, const unsigned int *elements, int count, PolyDrawMode mode = PolyDrawMode::Triangles);
void DrawArray(const DrawerCommandQueuePtr &queue, const TriVertex *vertices, int vcount, PolyDrawMode mode = PolyDrawMode::Triangles);
void DrawElements(const DrawerCommandQueuePtr &queue, const TriVertex *vertices, const unsigned int *elements, int count, PolyDrawMode mode = PolyDrawMode::Triangles);
const TriMatrix *ObjectToClip() const { return mObjectToClip; }
const PolyClipPlane &ClipPlane(int index) const { return mClipPlane[index]; }

View file

@ -1071,16 +1071,21 @@ void TriangleBlock::DepthWrite(const TriDrawTriangleArgs *args)
#endif
#if 1
EXTERN_CVAR(Bool, r_polyrenderer)
void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
TriangleBlock block(args, thread);
block.Render();
if (r_polyrenderer)
{
TriangleBlock block(args, thread);
block.Render();
}
else
{
DrawSWRender(args, thread);
}
}
#else
static void SortVertices(const TriDrawTriangleArgs *args, ShadedTriVertex **sortedVertices)
{
sortedVertices[0] = args->v1;
@ -1095,7 +1100,7 @@ static void SortVertices(const TriDrawTriangleArgs *args, ShadedTriVertex **sort
std::swap(sortedVertices[1], sortedVertices[2]);
}
void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
void ScreenTriangle::DrawSWRender(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
// Sort vertices by Y position
ShadedTriVertex *sortedVertices[3];
@ -1179,15 +1184,9 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thr
bool writeStencil = args->uniforms->WriteStencil();
bool writeDepth = args->uniforms->WriteDepth();
uint8_t stencilTestValue = args->uniforms->StencilTestValue();
uint8_t stencilWriteValue = args->uniforms->StencilWriteValue();
int bmode = (int)args->uniforms->BlendMode();
auto drawFunc = args->destBgra ? ScreenTriangle::TriDrawers32[bmode] : ScreenTriangle::TriDrawers8[bmode];
uint8_t *dest = args->dest;
uint8_t *stencilbuffer = args->stencilValues;
uint32_t *stencilMasks = args->stencilMasks;
float *zbuffer = args->zbuffer;
int pitch = args->pitch;
int stencilpitch = args->stencilPitch * 8;
@ -1206,7 +1205,6 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thr
float stepYV = args->gradientY.V;
int texWidth = args->uniforms->TextureWidth();
int texHeight = args->uniforms->TextureHeight();
const uint8_t *texPixels = args->uniforms->TexturePixels();
auto colormaps = args->uniforms->BaseColormap();
bool is_fixed_light = args->uniforms->FixedLight();
@ -1218,83 +1216,140 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thr
// Draw the triangle:
int num_cores = thread->num_cores;
for (int y = topY + thread->skipped_by_thread(topY); y < bottomY; y += num_cores)
if (args->destBgra)
{
int x0 = leftEdge[y];
int x1 = rightEdge[y];
uint32_t *dest = (uint32_t*)args->dest;
const uint32_t *texPixels = (const uint32_t*)args->uniforms->TexturePixels();
uint8_t *destLine = dest + pitch * y;
uint8_t *stencilLine = stencilbuffer + stencilpitch * y;
float *zbufferLine = zbuffer + stencilpitch * y;
if ((stencilMasks[y] & 0xffffff00) == 0xffffff00) // First time we draw a line we have to clear the stencil buffer
int num_cores = thread->num_cores;
for (int y = topY + thread->skipped_by_thread(topY); y < bottomY; y += num_cores)
{
memset(stencilLine, stencilMasks[y] & 0xff, stencilpitch);
stencilMasks[y] = 0;
}
int x0 = leftEdge[y];
int x1 = rightEdge[y];
float posXW = v1W + stepXW * (x0 + (0.5f - v1X)) + stepYW * (y + (0.5f - v1Y));
float posXU = v1U + stepXU * (x0 + (0.5f - v1X)) + stepYU * (y + (0.5f - v1Y));
float posXV = v1V + stepXV * (x0 + (0.5f - v1X)) + stepYV * (y + (0.5f - v1Y));
uint32_t *destLine = dest + pitch * y;
float *zbufferLine = zbuffer + stencilpitch * y;
int x = x0;
while (x < x1)
{
bool processPixel = true;
float posXW = v1W + stepXW * (x0 + (0.5f - v1X)) + stepYW * (y + (0.5f - v1Y));
float posXU = v1U + stepXU * (x0 + (0.5f - v1X)) + stepYU * (y + (0.5f - v1Y));
float posXV = v1V + stepXV * (x0 + (0.5f - v1X)) + stepYV * (y + (0.5f - v1Y));
if (!depthTest) // To do: make the stencil test use its own flag for comparison mode instead of abusing the depth test..
int x = x0;
while (x < x1)
{
processPixel = stencilTestValue == stencilLine[x];
}
else
{
processPixel = stencilTestValue >= stencilLine[x] && zbufferLine[x] <= posXW;
}
if (processPixel) // Pixel is visible (passed stencil and depth tests)
{
if (writeColor)
bool processPixel = depthTest ? zbufferLine[x] <= posXW : true;
if (processPixel) // Pixel is visible (passed stencil and depth tests)
{
if (texPixels)
if (writeColor)
{
float rcpW = 0x01000000 / posXW;
int32_t u = (int32_t)(posXU * rcpW);
int32_t v = (int32_t)(posXV * rcpW);
if (texPixels)
{
float rcpW = 0x01000000 / posXW;
int32_t u = (int32_t)(posXU * rcpW);
int32_t v = (int32_t)(posXV * rcpW);
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
uint8_t fgcolor = texPixels[texelX * texHeight + texelY];
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
uint32_t fgcolor = texPixels[texelX * texHeight + texelY];
fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
int lightshade = lightpos >> 8;
uint32_t fgcolor_r = RPART(fgcolor);
uint32_t fgcolor_g = GPART(fgcolor);
uint32_t fgcolor_b = BPART(fgcolor);
uint32_t fgcolor_a = APART(fgcolor);
if (fgcolor_a > 127)
{
fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
int lightshade = lightpos >> 8;
lightshade = ((256 - lightshade) * NUMCOLORMAPS) & 0xffffff00;
uint8_t shadedfg = colormaps[lightshade + fgcolor];
fgcolor_r = (fgcolor_r * lightshade) >> 8;
fgcolor_g = (fgcolor_g * lightshade) >> 8;
fgcolor_b = (fgcolor_b * lightshade) >> 8;
if (fgcolor != 0)
destLine[x] = shadedfg;
}
else
{
destLine[x] = color;
destLine[x] = 0xff000000 | (fgcolor_r << 16) | (fgcolor_g << 8) | fgcolor_b;
}
}
else
{
destLine[x] = color;
}
}
if (writeDepth)
zbufferLine[x] = posXW;
}
if (writeStencil)
stencilLine[x] = stencilWriteValue;
if (writeDepth)
zbufferLine[x] = posXW;
}
posXW += stepXW;
posXU += stepXU;
posXV += stepXV;
x++;
posXW += stepXW;
posXU += stepXU;
posXV += stepXV;
x++;
}
}
}
else
{
uint8_t *dest = args->dest;
const uint8_t *texPixels = args->uniforms->TexturePixels();
int num_cores = thread->num_cores;
for (int y = topY + thread->skipped_by_thread(topY); y < bottomY; y += num_cores)
{
int x0 = leftEdge[y];
int x1 = rightEdge[y];
uint8_t *destLine = dest + pitch * y;
float *zbufferLine = zbuffer + stencilpitch * y;
float posXW = v1W + stepXW * (x0 + (0.5f - v1X)) + stepYW * (y + (0.5f - v1Y));
float posXU = v1U + stepXU * (x0 + (0.5f - v1X)) + stepYU * (y + (0.5f - v1Y));
float posXV = v1V + stepXV * (x0 + (0.5f - v1X)) + stepYV * (y + (0.5f - v1Y));
int x = x0;
while (x < x1)
{
bool processPixel = depthTest ? zbufferLine[x] <= posXW : true;
if (processPixel) // Pixel is visible (passed stencil and depth tests)
{
if (writeColor)
{
if (texPixels)
{
float rcpW = 0x01000000 / posXW;
int32_t u = (int32_t)(posXU * rcpW);
int32_t v = (int32_t)(posXV * rcpW);
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
uint8_t fgcolor = texPixels[texelX * texHeight + texelY];
fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
int lightshade = lightpos >> 8;
lightshade = ((256 - lightshade) * NUMCOLORMAPS) & 0xffffff00;
uint8_t shadedfg = colormaps[lightshade + fgcolor];
if (fgcolor != 0)
destLine[x] = shadedfg;
}
else
{
destLine[x] = color;
}
}
if (writeDepth)
zbufferLine[x] = posXW;
}
posXW += stepXW;
posXU += stepXU;
posXV += stepXV;
x++;
}
}
}
}
#endif
void(*ScreenTriangle::TriDrawers8[])(int, int, uint32_t, uint32_t, const TriDrawTriangleArgs *) =
{

View file

@ -149,6 +149,7 @@ class ScreenTriangle
{
public:
static void Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
static void DrawSWRender(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
static void(*TriDrawers8[])(int, int, uint32_t, uint32_t, const TriDrawTriangleArgs *);
static void(*TriDrawers32[])(int, int, uint32_t, uint32_t, const TriDrawTriangleArgs *);

View file

@ -132,7 +132,6 @@ TriMatrix TriMatrix::frustum(float left, float right, float bottom, float top, f
return m;
}
#if 0
TriMatrix TriMatrix::worldToView(const FRenderViewpoint &viewpoint)
{
TriMatrix m = null();
@ -145,16 +144,15 @@ TriMatrix TriMatrix::worldToView(const FRenderViewpoint &viewpoint)
return m * translate((float)-viewpoint.Pos.X, (float)-viewpoint.Pos.Y, (float)-viewpoint.Pos.Z);
}
TriMatrix TriMatrix::viewToClip(double focalTangent, double centerY, double invZtoScale)
TriMatrix TriMatrix::viewToClip(double focalTangent, double centerY, double YaspectMul)
{
float near = 5.0f;
float far = 65536.0f;
float width = (float)(focalTangent * near);
float top = (float)(centerY / invZtoScale * near);
float bottom = (float)(top - viewheight / invZtoScale * near);
float top = (float)(centerY / viewheight * YaspectMul * near);
float bottom = (float)(top - YaspectMul * near);
return frustum(-width, width, bottom, top, near, far);
}
#endif
TriMatrix TriMatrix::operator*(const TriMatrix &mult) const
{

View file

@ -36,8 +36,8 @@ struct TriMatrix
static TriMatrix perspective(float fovy, float aspect, float near, float far);
static TriMatrix frustum(float left, float right, float bottom, float top, float near, float far);
//static TriMatrix worldToView(const FRenderViewpoint &viewpoint); // Software renderer world to view space transform
//static TriMatrix viewToClip(double focalTangent, double centerY, double invZtoScale); // Software renderer shearing projection
static TriMatrix worldToView(const FRenderViewpoint &viewpoint); // Software renderer world to view space transform
static TriMatrix viewToClip(double focalTangent, double centerY, double YaspectMul); // Software renderer shearing projection
FVector4 operator*(const FVector4 &v) const;
TriMatrix operator*(const TriMatrix &m) const;

View file

@ -33,6 +33,9 @@
#include "actorinlines.h"
#include "i_time.h"
void gl_FlushModels();
bool polymodelsInUse;
void PolyRenderModel(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, uint32_t stencilValue, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
{
PolyModelRenderer renderer(thread, worldToClip, clipPlane, stencilValue);
@ -47,6 +50,15 @@ void PolyRenderHUDModel(PolyRenderThread *thread, const TriMatrix &worldToClip,
/////////////////////////////////////////////////////////////////////////////
PolyModelRenderer::PolyModelRenderer(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, uint32_t stencilValue) : Thread(thread), WorldToClip(worldToClip), ClipPlane(clipPlane), StencilValue(stencilValue)
{
if (!polymodelsInUse)
{
gl_FlushModels();
polymodelsInUse = true;
}
}
void PolyModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix)
{
ModelActor = actor;

View file

@ -24,7 +24,7 @@
#include "polyrenderer/drawers/poly_triangle.h"
#include "r_data/matrix.h"
#include "gl/models/gl_models.h"
#include "r_data/models/models.h"
void PolyRenderModel(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, uint32_t stencilValue, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor);
void PolyRenderHUDModel(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, uint32_t stencilValue, DPSprite *psp, float ofsx, float ofsy);
@ -32,7 +32,7 @@ void PolyRenderHUDModel(PolyRenderThread *thread, const TriMatrix &worldToClip,
class PolyModelRenderer : public FModelRenderer
{
public:
PolyModelRenderer(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, uint32_t stencilValue) : Thread(thread), WorldToClip(worldToClip), ClipPlane(clipPlane), StencilValue(stencilValue) { }
PolyModelRenderer(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, uint32_t stencilValue);
void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) override;
void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) override;

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@ -215,4 +215,125 @@ namespace swrenderer
fuzzpos = (fuzzpos + yh - yl + 1) % FUZZTABLE;
}
}
class DepthColumnCommand : public DrawerCommand
{
public:
DepthColumnCommand(const WallDrawerArgs &args, float idepth) : idepth(idepth)
{
auto rendertarget = args.Viewport()->RenderTarget;
if (rendertarget->IsBgra())
{
uint32_t *destorg = (uint32_t*)rendertarget->GetBuffer();
uint32_t *dest = (uint32_t*)args.Dest();
int offset = (int)(ptrdiff_t)(dest - destorg);
x = offset % rendertarget->GetPitch();
y = offset / rendertarget->GetPitch();
}
else
{
uint8_t *destorg = rendertarget->GetBuffer();
uint8_t *dest = (uint8_t*)args.Dest();
int offset = (int)(ptrdiff_t)(dest - destorg);
x = offset % rendertarget->GetPitch();
y = offset / rendertarget->GetPitch();
}
count = args.Count();
}
DepthColumnCommand(const SkyDrawerArgs &args, float idepth) : idepth(idepth)
{
auto rendertarget = args.Viewport()->RenderTarget;
if (rendertarget->IsBgra())
{
uint32_t *destorg = (uint32_t*)rendertarget->GetBuffer();
uint32_t *dest = (uint32_t*)args.Dest();
int offset = (int)(ptrdiff_t)(dest - destorg);
x = offset % rendertarget->GetPitch();
y = offset / rendertarget->GetPitch();
}
else
{
uint8_t *destorg = rendertarget->GetBuffer();
uint8_t *dest = (uint8_t*)args.Dest();
int offset = (int)(ptrdiff_t)(dest - destorg);
x = offset % rendertarget->GetPitch();
y = offset / rendertarget->GetPitch();
}
count = args.Count();
}
FString DebugInfo() override { return "DepthColumnCommand"; }
void Execute(DrawerThread *thread) override
{
auto zbuffer = PolyZBuffer::Instance();
int pitch = PolyStencilBuffer::Instance()->BlockWidth() * 8;
float *values = zbuffer->Values() + y * pitch + x;
int cnt = count;
values = thread->dest_for_thread(y, pitch, values);
cnt = thread->count_for_thread(y, cnt);
pitch *= thread->num_cores;
float depth = idepth;
for (int i = 0; i < cnt; i++)
{
*values = depth;
values += pitch;
}
}
private:
int x, y, count;
float idepth;
};
class DepthSpanCommand : public DrawerCommand
{
public:
DepthSpanCommand(const SpanDrawerArgs &args, float idepth) : idepth(idepth)
{
y = args.DestY();
x1 = args.DestX1();
x2 = args.DestX2();
}
FString DebugInfo() override { return "DepthSpanCommand"; }
void Execute(DrawerThread *thread) override
{
if (thread->skipped_by_thread(y))
return;
auto zbuffer = PolyZBuffer::Instance();
int pitch = PolyStencilBuffer::Instance()->BlockWidth() * 8;
float *values = zbuffer->Values() + y * pitch;
int end = x2;
float depth = idepth;
for (int x = x1; x <= end; x++)
{
values[x] = depth;
}
}
private:
int y, x1, x2;
float idepth;
};
void SWPixelFormatDrawers::DrawDepthSkyColumn(const SkyDrawerArgs &args, float idepth)
{
Queue->Push<DepthColumnCommand>(args, idepth);
}
void SWPixelFormatDrawers::DrawDepthWallColumn(const WallDrawerArgs &args, float idepth)
{
Queue->Push<DepthColumnCommand>(args, idepth);
}
void SWPixelFormatDrawers::DrawDepthSpan(const SpanDrawerArgs &args, float idepth)
{
Queue->Push<DepthSpanCommand>(args, idepth);
}
}

View file

@ -94,6 +94,10 @@ namespace swrenderer
virtual void DrawTiltedSpan(const SpanDrawerArgs &args, const FVector3 &plane_sz, const FVector3 &plane_su, const FVector3 &plane_sv, bool plane_shade, int planeshade, float planelightfloat, fixed_t pviewx, fixed_t pviewy, FDynamicColormap *basecolormap) = 0;
virtual void DrawColoredSpan(const SpanDrawerArgs &args) = 0;
virtual void DrawFogBoundaryLine(const SpanDrawerArgs &args) = 0;
void DrawDepthSkyColumn(const SkyDrawerArgs &args, float idepth);
void DrawDepthWallColumn(const WallDrawerArgs &args, float idepth);
void DrawDepthSpan(const SpanDrawerArgs &args, float idepth);
DrawerCommandQueuePtr Queue;
};

View file

@ -177,16 +177,18 @@ namespace swrenderer
// Draw a column with support for non-power-of-two ranges
void RenderWallPart::Draw1Column(int x, int y1, int y2, WallSampler &sampler)
{
// Find column position in view space
float w1 = 1.0f / WallC.sz1;
float w2 = 1.0f / WallC.sz2;
float t = (x - WallC.sx1 + 0.5f) / (WallC.sx2 - WallC.sx1);
float wcol = w1 * (1.0f - t) + w2 * t;
float zcol = 1.0f / wcol;
float zbufferdepth = 1.0f / (zcol / Thread->Viewport->viewwindow.FocalTangent);
if (r_dynlights && light_list)
{
auto viewport = Thread->Viewport.get();
// Find column position in view space
float w1 = 1.0f / WallC.sz1;
float w2 = 1.0f / WallC.sz2;
float t = (x - WallC.sx1 + 0.5f) / (WallC.sx2 - WallC.sx1);
float wcol = w1 * (1.0f - t) + w2 * t;
float zcol = 1.0f / wcol;
drawerargs.dc_viewpos.X = (float)((x + 0.5 - viewport->CenterX) / viewport->CenterX * zcol);
drawerargs.dc_viewpos.Y = zcol;
drawerargs.dc_viewpos.Z = (float)((viewport->CenterY - y1 - 0.5) / viewport->InvZtoScale * zcol);
@ -260,6 +262,7 @@ namespace swrenderer
drawerargs.SetTextureVStep(sampler.uv_step);
drawerargs.SetTextureVPos(sampler.uv_pos);
drawerargs.DrawColumn(Thread);
drawerargs.DrawDepthColumn(Thread, zbufferdepth);
uint64_t step64 = sampler.uv_step;
uint64_t pos64 = sampler.uv_pos;
@ -278,6 +281,7 @@ namespace swrenderer
drawerargs.SetTextureVStep(sampler.uv_step);
drawerargs.SetTextureVPos(sampler.uv_pos);
drawerargs.DrawColumn(Thread);
drawerargs.DrawDepthColumn(Thread, zbufferdepth);
uint64_t step64 = sampler.uv_step;
uint64_t pos64 = sampler.uv_pos;
@ -304,6 +308,7 @@ namespace swrenderer
drawerargs.SetTextureVStep(sampler.uv_step);
drawerargs.SetTextureVPos(uv_pos);
drawerargs.DrawColumn(Thread);
drawerargs.DrawDepthColumn(Thread, zbufferdepth);
y += count;
left -= count;

View file

@ -178,6 +178,7 @@ namespace swrenderer
double curyfrac = baseyfrac + ystepscale * (x1 - minx);
double distance = viewport->PlaneDepth(y, planeheight);
float zbufferdepth = 1.0f / (distance * Thread->Viewport->viewwindow.FocalTangent);
drawerargs.SetTextureUStep(distance * xstepscale / drawerargs.TextureWidth());
drawerargs.SetTextureUPos((distance * curxfrac + pviewx) / drawerargs.TextureWidth());
@ -274,6 +275,7 @@ namespace swrenderer
drawerargs.SetDestX2(x2);
drawerargs.DrawSpan(Thread);
drawerargs.DrawDepthSpan(Thread, zbufferdepth);
}
/////////////////////////////////////////////////////////////////////////

View file

@ -224,6 +224,8 @@ namespace swrenderer
drawerargs.DrawSingleSkyColumn(Thread);
else
drawerargs.DrawDoubleSkyColumn(Thread);
drawerargs.DrawDepthSkyColumn(Thread, 1.0f / 65536.0f);
}
void RenderSkyPlane::DrawSkyColumn(int start_x, int y1, int y2)

View file

@ -85,7 +85,7 @@ namespace swrenderer
{
return;
}
auto viewport = Thread->Viewport.get();
drawerargs.SetSolidColor(3);
@ -205,6 +205,15 @@ namespace swrenderer
void RenderSlopePlane::RenderLine(int y, int x1, int x2)
{
/* To do: project (x1,y) and (x2,y) on the plane to calculate the depth
double distance = Thread->Viewport->PlaneDepth(y, planeheight);
float zbufferdepth = 1.0f / (distance * Thread->Viewport->viewwindow.FocalTangent);
drawerargs.SetDestX1(x1);
drawerargs.SetDestX2(x2);
drawerargs.SetDestY(Thread->Viewport.get(), y);
drawerargs.DrawDepthSpan(Thread, zbufferdepth);
*/
drawerargs.DrawTiltedSpan(Thread, y, x1, x2, plane_sz, plane_su, plane_sv, plane_shade, planeshade, planelightfloat, pviewx, pviewy, basecolormap);
}
}

View file

@ -36,6 +36,7 @@
#include "things/r_visiblespritelist.cpp"
#include "things/r_voxel.cpp"
#include "things/r_wallsprite.cpp"
#include "things/r_model.cpp"
#include "viewport/r_drawerargs.cpp"
#include "viewport/r_skydrawer.cpp"
#include "viewport/r_spandrawer.cpp"

View file

@ -45,6 +45,7 @@
#include "swrenderer/things/r_wallsprite.h"
#include "swrenderer/things/r_voxel.h"
#include "swrenderer/things/r_particle.h"
#include "swrenderer/things/r_model.h"
#include "swrenderer/segments/r_clipsegment.h"
#include "swrenderer/line/r_wallsetup.h"
#include "swrenderer/line/r_farclip_line.h"
@ -951,7 +952,18 @@ namespace swrenderer
}
else
{
RenderSprite::Project(Thread, thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
int spritenum = thing->sprite;
bool isPicnumOverride = thing->picnum.isValid();
FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
if (modelframe)
{
DVector3 pos = thing->InterpolatedPosition(Thread->Viewport->viewpoint.TicFrac);
RenderModel::Project(Thread, (float)pos.X, (float)pos.Y, (float)pos.Z, modelframe, thing);
}
else
{
RenderSprite::Project(Thread, thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
}
}
}
}

View file

@ -156,6 +156,8 @@ namespace swrenderer
R_UpdateFuzzPosFrameStart();
MainThread()->Viewport->SetupPolyViewport();
ActorRenderFlags savedflags = MainThread()->Viewport->viewpoint.camera->renderflags;
// Never draw the player unless in chasecam mode
if (!MainThread()->Viewport->viewpoint.showviewer)

View file

@ -0,0 +1,307 @@
/*
** Polygon Doom software renderer
** Copyright (c) 2016 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include <stdlib.h>
#include "templates.h"
#include "doomdef.h"
#include "sbar.h"
#include "r_data/r_translate.h"
#include "r_model.h"
#include "r_data/r_vanillatrans.h"
#include "actorinlines.h"
#include "i_time.h"
#include "swrenderer/r_memory.h"
#include "swrenderer/r_swcolormaps.h"
#include "swrenderer/viewport/r_viewport.h"
#include "swrenderer/scene/r_light.h"
void gl_FlushModels();
extern bool polymodelsInUse;
namespace swrenderer
{
void RenderModel::Project(RenderThread *thread, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
{
// transform the origin point
double tr_x = x - thread->Viewport->viewpoint.Pos.X;
double tr_y = y - thread->Viewport->viewpoint.Pos.Y;
double tz = tr_x * thread->Viewport->viewpoint.TanCos + tr_y * thread->Viewport->viewpoint.TanSin;
// thing is behind view plane?
if (tz < MINZ)
return;
// too far off the side?
double tx = tr_x * thread->Viewport->viewpoint.Sin - tr_y * thread->Viewport->viewpoint.Cos;
if (fabs(tx / 64) > fabs(tz))
return;
RenderModel *vis = thread->FrameMemory->NewObject<RenderModel>(x, y, z, smf, actor, float(1 / tz));
thread->SpriteList->Push(vis);
}
RenderModel::RenderModel(float x, float y, float z, FSpriteModelFrame *smf, AActor *actor, float idepth) : x(x), y(y), z(z), smf(smf), actor(actor)
{
this->idepth = idepth;
}
void RenderModel::Render(RenderThread *thread, short *cliptop, short *clipbottom, int minZ, int maxZ)
{
SWModelRenderer renderer(thread);
renderer.RenderModel(x, y, z, smf, actor);
}
/////////////////////////////////////////////////////////////////////////////
void RenderHUDModel(RenderThread *thread, DPSprite *psp, float ofsx, float ofsy)
{
SWModelRenderer renderer(thread);
renderer.RenderHUDModel(psp, ofsx, ofsy);
}
/////////////////////////////////////////////////////////////////////////////
SWModelRenderer::SWModelRenderer(RenderThread *thread) : Thread(thread)
{
if (polymodelsInUse)
{
gl_FlushModels();
polymodelsInUse = false;
}
}
void SWModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix)
{
ModelActor = actor;
const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.matrix);
}
void SWModelRenderer::EndDrawModel(AActor *actor, FSpriteModelFrame *smf)
{
ModelActor = nullptr;
}
IModelVertexBuffer *SWModelRenderer::CreateVertexBuffer(bool needindex, bool singleframe)
{
return new SWModelVertexBuffer(needindex, singleframe);
}
void SWModelRenderer::SetVertexBuffer(IModelVertexBuffer *buffer)
{
}
void SWModelRenderer::ResetVertexBuffer()
{
}
VSMatrix SWModelRenderer::GetViewToWorldMatrix()
{
TriMatrix swapYZ = TriMatrix::null();
swapYZ.matrix[0 + 0 * 4] = 1.0f;
swapYZ.matrix[1 + 2 * 4] = 1.0f;
swapYZ.matrix[2 + 1 * 4] = 1.0f;
swapYZ.matrix[3 + 3 * 4] = 1.0f;
VSMatrix worldToView;
worldToView.loadMatrix((Thread->Viewport->WorldToView * swapYZ).matrix);
VSMatrix objectToWorld;
worldToView.inverseMatrix(objectToWorld);
return objectToWorld;
}
void SWModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix)
{
ModelActor = actor;
const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.matrix);
}
void SWModelRenderer::EndDrawHUDModel(AActor *actor)
{
ModelActor = nullptr;
}
void SWModelRenderer::SetInterpolation(double interpolation)
{
InterpolationFactor = (float)interpolation;
}
void SWModelRenderer::SetMaterial(FTexture *skin, bool clampNoFilter, int translation)
{
SkinTexture = skin;
}
void SWModelRenderer::DrawArrays(int start, int count)
{
const auto &viewpoint = Thread->Viewport->viewpoint;
bool foggy = false;
int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
sector_t *sector = ModelActor->Sector;
bool fullbrightSprite = ((ModelActor->renderflags & RF_FULLBRIGHT) || (ModelActor->flags5 & MF5_BRIGHT));
int lightlevel = fullbrightSprite ? 255 : ModelActor->Sector->lightlevel + actualextralight;
TriMatrix swapYZ = TriMatrix::null();
swapYZ.matrix[0 + 0 * 4] = 1.0f;
swapYZ.matrix[1 + 2 * 4] = 1.0f;
swapYZ.matrix[2 + 1 * 4] = 1.0f;
swapYZ.matrix[3 + 3 * 4] = 1.0f;
TriMatrix *transform = Thread->FrameMemory->NewObject<TriMatrix>();
*transform = Thread->Viewport->WorldToClip * swapYZ * ObjectToWorld;
PolyDrawArgs args;
args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, Thread->Light->SpriteGlobVis(foggy), fullbrightSprite);
args.SetTransform(transform);
args.SetFaceCullCCW(true);
args.SetClipPlane(0, PolyClipPlane());
args.SetStyle(TriBlendMode::TextureOpaque);
if (Thread->Viewport->RenderTarget->IsBgra())
args.SetTexture((const uint8_t *)SkinTexture->GetPixelsBgra(), SkinTexture->GetWidth(), SkinTexture->GetHeight());
else
args.SetTexture(SkinTexture->GetPixels(), SkinTexture->GetWidth(), SkinTexture->GetHeight());
args.SetDepthTest(true);
args.SetWriteDepth(true);
args.SetWriteStencil(false);
args.DrawArray(Thread->DrawQueue, VertexBuffer + start, count);
}
void SWModelRenderer::DrawElements(int numIndices, size_t offset)
{
const auto &viewpoint = Thread->Viewport->viewpoint;
bool foggy = false;
int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
sector_t *sector = ModelActor->Sector;
bool fullbrightSprite = ((ModelActor->renderflags & RF_FULLBRIGHT) || (ModelActor->flags5 & MF5_BRIGHT));
int lightlevel = fullbrightSprite ? 255 : ModelActor->Sector->lightlevel + actualextralight;
TriMatrix swapYZ = TriMatrix::null();
swapYZ.matrix[0 + 0 * 4] = 1.0f;
swapYZ.matrix[1 + 2 * 4] = 1.0f;
swapYZ.matrix[2 + 1 * 4] = 1.0f;
swapYZ.matrix[3 + 3 * 4] = 1.0f;
TriMatrix *transform = Thread->FrameMemory->NewObject<TriMatrix>();
*transform = Thread->Viewport->WorldToClip * swapYZ * ObjectToWorld;
PolyDrawArgs args;
args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, Thread->Light->SpriteGlobVis(foggy), fullbrightSprite);
args.SetTransform(transform);
args.SetFaceCullCCW(true);
args.SetClipPlane(0, PolyClipPlane());
args.SetStyle(TriBlendMode::TextureOpaque);
if (Thread->Viewport->RenderTarget->IsBgra())
args.SetTexture((const uint8_t *)SkinTexture->GetPixelsBgra(), SkinTexture->GetWidth(), SkinTexture->GetHeight());
else
args.SetTexture(SkinTexture->GetPixels(), SkinTexture->GetWidth(), SkinTexture->GetHeight());
args.SetDepthTest(true);
args.SetWriteDepth(true);
args.SetWriteStencil(false);
args.DrawElements(Thread->DrawQueue, VertexBuffer, IndexBuffer + offset / sizeof(unsigned int), numIndices);
}
double SWModelRenderer::GetTimeFloat()
{
return (double)screen->FrameTime * (double)TICRATE / 1000.0;
}
/////////////////////////////////////////////////////////////////////////////
SWModelVertexBuffer::SWModelVertexBuffer(bool needindex, bool singleframe)
{
}
SWModelVertexBuffer::~SWModelVertexBuffer()
{
}
FModelVertex *SWModelVertexBuffer::LockVertexBuffer(unsigned int size)
{
mVertexBuffer.Resize(size);
return &mVertexBuffer[0];
}
void SWModelVertexBuffer::UnlockVertexBuffer()
{
}
unsigned int *SWModelVertexBuffer::LockIndexBuffer(unsigned int size)
{
mIndexBuffer.Resize(size);
return &mIndexBuffer[0];
}
void SWModelVertexBuffer::UnlockIndexBuffer()
{
}
void SWModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size)
{
SWModelRenderer *polyrenderer = (SWModelRenderer *)renderer;
if (true)//if (frame1 == frame2 || size == 0 || polyrenderer->InterpolationFactor == 0.f)
{
TriVertex *vertices = polyrenderer->Thread->FrameMemory->AllocMemory<TriVertex>(size);
for (unsigned int i = 0; i < size; i++)
{
vertices[i] =
{
mVertexBuffer[frame1 + i].x,
mVertexBuffer[frame1 + i].y,
mVertexBuffer[frame1 + i].z,
1.0f,
mVertexBuffer[frame1 + i].u,
mVertexBuffer[frame1 + i].v
};
}
polyrenderer->VertexBuffer = vertices;
polyrenderer->IndexBuffer = &mIndexBuffer[0];
}
else
{
TriVertex *vertices = polyrenderer->Thread->FrameMemory->AllocMemory<TriVertex>(size);
float frac = polyrenderer->InterpolationFactor;
for (unsigned int i = 0; i < size; i++)
{
vertices[i].x = mVertexBuffer[frame1 + i].x * (1.0f - frac) + mVertexBuffer[frame2 + i].x * frac;
vertices[i].y = mVertexBuffer[frame1 + i].y * (1.0f - frac) + mVertexBuffer[frame2 + i].y * frac;
vertices[i].z = mVertexBuffer[frame1 + i].z * (1.0f - frac) + mVertexBuffer[frame2 + i].z * frac;
vertices[i].w = 1.0f;
vertices[i].u = mVertexBuffer[frame1 + i].u;
vertices[i].v = mVertexBuffer[frame1 + i].v;
}
polyrenderer->VertexBuffer = vertices;
polyrenderer->IndexBuffer = &mIndexBuffer[0];
}
}
}

View file

@ -0,0 +1,100 @@
/*
** Polygon Doom software renderer
** Copyright (c) 2016 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#pragma once
#include "polyrenderer/drawers/poly_triangle.h"
#include "r_data/matrix.h"
#include "r_data/models/models.h"
#include "swrenderer/r_renderthread.h"
#include "swrenderer/things/r_visiblesprite.h"
namespace swrenderer
{
void RenderHUDModel(RenderThread *thread, DPSprite *psp, float ofsx, float ofsy);
class RenderModel : public VisibleSprite
{
public:
RenderModel(float x, float y, float z, FSpriteModelFrame *smf, AActor *actor, float idepth);
static void Project(RenderThread *thread, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor);
protected:
void Render(RenderThread *thread, short *cliptop, short *clipbottom, int minZ, int maxZ) override;
bool IsModel() const override { return true; }
private:
float x, y, z;
FSpriteModelFrame *smf;
AActor *actor;
};
class SWModelRenderer : public FModelRenderer
{
public:
SWModelRenderer(RenderThread *thread);
void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) override;
void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) override;
IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;
void SetVertexBuffer(IModelVertexBuffer *buffer) override;
void ResetVertexBuffer() override;
VSMatrix GetViewToWorldMatrix() override;
void BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix) override;
void EndDrawHUDModel(AActor *actor) override;
void SetInterpolation(double interpolation) override;
void SetMaterial(FTexture *skin, bool clampNoFilter, int translation) override;
void DrawArrays(int start, int count) override;
void DrawElements(int numIndices, size_t offset) override;
double GetTimeFloat() override;
RenderThread *Thread = nullptr;
AActor *ModelActor = nullptr;
TriMatrix ObjectToWorld;
FTexture *SkinTexture = nullptr;
unsigned int *IndexBuffer = nullptr;
TriVertex *VertexBuffer = nullptr;
float InterpolationFactor = 0.0;
};
class SWModelVertexBuffer : public IModelVertexBuffer
{
public:
SWModelVertexBuffer(bool needindex, bool singleframe);
~SWModelVertexBuffer();
FModelVertex *LockVertexBuffer(unsigned int size) override;
void UnlockVertexBuffer() override;
unsigned int *LockIndexBuffer(unsigned int size) override;
void UnlockIndexBuffer() override;
void SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size) override;
private:
int mIndexFrame[2];
TArray<FModelVertex> mVertexBuffer;
TArray<unsigned int> mIndexBuffer;
};
}

View file

@ -88,6 +88,8 @@ namespace swrenderer
int floorlight, ceilinglight;
F3DFloor *rover;
renderHUDModel = gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
if (!r_drawplayersprites ||
!Thread->Viewport->viewpoint.camera ||
!Thread->Viewport->viewpoint.camera->player ||
@ -250,6 +252,12 @@ namespace swrenderer
sy += wy;
}
if (renderHUDModel)
{
RenderHUDModel(Thread, pspr, (float)sx, (float)sy);
return;
}
auto viewport = Thread->Viewport.get();
double pspritexscale = viewport->viewwindow.centerxwide / 160.0;

View file

@ -97,5 +97,6 @@ namespace swrenderer
TArray<HWAccelPlayerSprite> AcceleratedSprites;
sector_t tempsec;
bool renderHUDModel = false;
};
}

View file

@ -51,6 +51,12 @@ namespace swrenderer
{
void VisibleSprite::Render(RenderThread *thread)
{
if (IsModel())
{
Render(thread, nullptr, nullptr, 0, 0);
return;
}
short *clipbot = thread->clipbot;
short *cliptop = thread->cliptop;

View file

@ -52,6 +52,7 @@ namespace swrenderer
virtual bool IsParticle() const { return false; }
virtual bool IsVoxel() const { return false; }
virtual bool IsWallSprite() const { return false; }
virtual bool IsModel() const { return false; }
virtual void Render(RenderThread *thread, short *cliptop, short *clipbottom, int minZ, int maxZ) = 0;

View file

@ -25,6 +25,11 @@
namespace swrenderer
{
void SkyDrawerArgs::DrawDepthSkyColumn(RenderThread *thread, float idepth)
{
thread->Drawers(dc_viewport)->DrawDepthSkyColumn(*this, idepth);
}
void SkyDrawerArgs::DrawSingleSkyColumn(RenderThread *thread)
{
thread->Drawers(dc_viewport)->DrawSingleSkyColumn(*this);

View file

@ -41,6 +41,7 @@ namespace swrenderer
RenderViewport *Viewport() const { return dc_viewport; }
void DrawDepthSkyColumn(RenderThread *thread, float idepth);
void DrawSingleSkyColumn(RenderThread *thread);
void DrawDoubleSkyColumn(RenderThread *thread);

View file

@ -107,6 +107,11 @@ namespace swrenderer
}
}
void SpanDrawerArgs::DrawDepthSpan(RenderThread *thread, float idepth)
{
thread->Drawers(ds_viewport)->DrawDepthSpan(*this, idepth);
}
void SpanDrawerArgs::DrawSpan(RenderThread *thread)
{
(thread->Drawers(ds_viewport)->*spanfunc)(*this);

View file

@ -27,6 +27,7 @@ namespace swrenderer
void SetTextureVStep(double vstep) { ds_ystep = (uint32_t)(int64_t)(vstep * 4294967296.0); }
void SetSolidColor(int colorIndex) { ds_color = colorIndex; }
void DrawDepthSpan(RenderThread *thread, float idepth);
void DrawSpan(RenderThread *thread);
void DrawTiltedSpan(RenderThread *thread, int y, int x1, int x2, const FVector3 &plane_sz, const FVector3 &plane_su, const FVector3 &plane_sv, bool plane_shade, int planeshade, float planelightfloat, fixed_t pviewx, fixed_t pviewy, FDynamicColormap *basecolormap);
void DrawColoredSpan(RenderThread *thread, int y, int x1, int x2);

View file

@ -47,6 +47,7 @@
CVAR(String, r_viewsize, "", CVAR_NOSET)
EXTERN_CVAR(Float, r_visibility);
EXTERN_CVAR(Int, screenblocks)
namespace swrenderer
{
@ -58,6 +59,17 @@ namespace swrenderer
{
}
void RenderViewport::SetupPolyViewport()
{
PolyStencilBuffer::Instance()->Clear(RenderTarget->GetWidth(), RenderTarget->GetHeight(), 0);
PolyZBuffer::Instance()->Resize(RenderTarget->GetPitch(), RenderTarget->GetHeight());
PolyTriangleDrawer::set_viewport(viewwindowx, viewwindowy, viewwidth, viewheight, RenderTarget);
WorldToView = TriMatrix::worldToView(viewpoint);
ViewToClip = TriMatrix::viewToClip(viewwindow.FocalTangent, CenterY, YaspectMul);
WorldToClip = ViewToClip * WorldToView;
}
void RenderViewport::SetViewport(RenderThread *thread, int fullWidth, int fullHeight, float trueratio)
{
int virtheight, virtwidth, virtwidth2, virtheight2;

View file

@ -5,6 +5,7 @@
#include <memory>
#include "v_video.h"
#include "r_defs.h"
#include "polyrenderer/math/tri_matrix.h"
namespace swrenderer
{
@ -19,6 +20,12 @@ namespace swrenderer
void SetViewport(RenderThread *thread, int width, int height, float trueratio);
void SetupFreelook();
void SetupPolyViewport();
TriMatrix WorldToView;
TriMatrix ViewToClip;
TriMatrix WorldToClip;
DCanvas *RenderTarget = nullptr;
FViewWindow viewwindow;

View file

@ -32,6 +32,11 @@ namespace swrenderer
dc_dest_y = y;
}
void WallDrawerArgs::DrawDepthColumn(RenderThread *thread, float idepth)
{
thread->Drawers(dc_viewport)->DrawDepthWallColumn(*this, idepth);
}
void WallDrawerArgs::DrawColumn(RenderThread *thread)
{
(thread->Drawers(dc_viewport)->*wallfunc)(*this);

View file

@ -30,6 +30,7 @@ namespace swrenderer
bool IsMaskedDrawer() const;
void DrawDepthColumn(RenderThread *thread, float idepth);
void DrawColumn(RenderThread *thread);
uint8_t *Dest() const { return dc_dest; }